Nihilii

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  1. *puts on a Werner mask*

    The defense softcap is 45%, you can reach it on a Fire/Shield and

    *puts off Werner mask*

    I don't think you can reach it on Fire/WP. A Fire/Shield should go with positional defenses and a Fire/WP with typed defenses.
  2. Invul is the best bar none for tanking, the aggro aura is unbelievably good compared to all other options and the mitigation is great against anything that's not psi ; with the highest mitigation ceiling, it works well as a tanker on the high end encounters, but again it's really the aggro aura that makes the set suited for tanking.

    WP is better than Regen for tanking, just not very good at it - the aggro aura doesn't last long, you'll have to work hard at keeping aggro and sometimes there's just nothing you'll be able to do to get the aggro. On the other hand, the performance is more or less the same against any opponent so it's easy to know where you're at in terms of survivability.
  3. Ah, I was talking about Widows. I assumed Soldiers had different power names.
  4. That's cool, I don't care about convincing you. If you seriously believe Aid Other is a superior power, our views of the game are so different I doubt anything I could say would make sense to you.

    I was just pointing out jumping to your own experience in specific conditions to an absolute statement about everyone is a bad idea.
  5. I've checked in game before posting and they are most definitely 80 feet. Normal pool Leadership powers are 60 feet, though.
  6. [ QUOTE ]
    Anyway, I never pick up Frostworks or Aid Other because if you picked up everything else in Cold you will NEVER need either those powers. This is coming from someone who regularly runs MoSTFs and MoRSFs on my colds.

    [/ QUOTE ]

    As the sole buffer/debuffer, on a pick-up group (which means eight random people who don't know each other ), with a 100% success rate ? Unless you can answer "yes" to that question, I don't think you can claim a Cold will never need FW or Aid Other (the latter being a terribly unefficient pick in my opinion, but to each his own).

    In a STF or RSF team, there's usually eight folks. Running with friends or with cookiecutter buff/debuff teams doesn't say anything about the performance of any single powerset in that team.

    I mean, you could take a level 45 scrapper with nothing but flurry and jump kick and run a MSTF with 7 controller friends. Just because you complete it doesn't mean you'll never need these powers - it meant your team make up and/or your buddies were good enough to make up for your build deficiencies.


  7. Alright, seriously though I think 80 feet is already exceptionally good (best in game IIRC for this kind of buff) and 150 feet sounds, well, way too much. I mean, in PvE you could be fighting a different group than your teammates 120 feet away and they'd get the buff ; it kind of makes no sense in my opinion and removes the tactical aspect (as little as it might be) of these powers - in regards to that I'd be inclined to think the radius is already too much as it is, which might be why I have a hard time supporting this idea.

    Now if they could change it just for PvP without affecting PvE, why not. They'd want to look at pool Leadership too, though.
  8. I think you can set the enemy group as "Empty" for the whole map, and then link ambushes to the ally being rescued.
  9. Actually I think they should just make it 300 yards. That sounds perfectly reasonable.
  10. I believe the consensus these days is Regen can do the same things as other powersets but it requires a higher skill level to do so - which might be a + or a -, some enjoy having an active secondary, some hate it.

    (I haven't played Regen to 50, this is just what I've heard.)
  11. [ QUOTE ]
    Defenders are underperforming now

    [/ QUOTE ]

    I was so puzzled reading this quote I stood there for 10 minutes typing and erasing different answers, but I believe it speaks volumes by itself.

    Obligatory emoticon :
  12. DDR is capped if you use HOs.

    (On tankers. I think scrappers/brutes hit 90% or so.)
  13. Shield's weakness is it can't be paired with every primary. Having to wear a shield is also annoying to me. I'd rather they just rename the set "über", give it no graphics and allow every primary to use it, without any other change, I'd play it and probably wouldn't play anything else anymore.
  14. Invulnerability makes you so strong you can headbutt three archvillains at once and three more of them will fall like dominos.

    Then you run into a psi lieutenant that looks at you funny, and you fall down in a corner, rocking back and forth while mumbling.
  15. SM and FSC have both a ~3s animation. One SM every 6s, or one FSC every 10s... Seeing as FSC can hit up to twice as many targets, it's almost as good as SM by itself.

    Now, if you can use SM efficiently, you can also use Breath of Fire efficiently, and then FM leaves DM in the dust.
  16. Problem with that is blasters tend to have bigger burst damage and lower mitigation. On a standard melee toon you can afford to stand around and specifically pick your foes to maximize damage over time, but in my experience on a blaster a lot of damage end up as overkill, as you have to kill faster and your hits often hit harder (i.e., if your melee move kills a minion in one shot, Lightning Field ticking 4 times on him before that doesn't do anything good ; if you were to track that specific situation with Hero Stats, it'd look like Lightning Field does good damage when in fact it did nothing useful).

    Granted, that could be my playstyle. Someone with a more tactical approach and faster reflexes might be able to keep track of the health of every mob surrounding him and use different damage attacks efficiently so no damage is wasted. The point being : damage auras aren't the no brainer they are on melee types, it depends of your playstyle.

    That being said, I'd pick and use the power. Even if some of the damage ends up wasted, it still gives some additional free damage, and endurance is no concern with Power Sink ; it's also great on big teams, provided you've got enough support/insps.
  17. [ QUOTE ]
    But in the case of fire, dark, stone, and maybe ice they likely wouldn't be running their taunt aura in a solo situation vs an AV.

    [/ QUOTE ]

    YMMV, but I'd always run the damage aura in an AV fight unless I had to keep minions around for AoE buffs like Soul Drain and Dark Regen (especially for Ice as end is not an issue on that powerset). It's about as DPE efficient as ST attacks even against one target, and being on all the time it's free DPS on top of what you already have. An extra 10-15 DPS is big when you're only 30 or 40 DPS above the AV regen.
  18. This is the best I could do. It falls short on everything, but it's not that far.

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Empty(7), Mrcl-Rcvry+(40), Mrcl-Heal(42), Mrcl-Heal/EndRdx(43), Heal-I(43)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(37), Numna-Heal/EndRdx(37), Numna-EndRdx/Rchg(37), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(40)
    Level 6: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(46), RechRdx-I(48)
    Level 8: Crane Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), Mako-Acc/EndRdx/Rchg(13)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
    Level 12: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(13), Zephyr-Travel(19), Zephyr-Travel/EndRdx(19), LkGmblr-Def/EndRdx(25)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(45)
    Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23), TmpRdns-Acc/EndRdx(25)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(31), Efficacy-EndMod/Rchg(31), P'Shift-EndMod/Rchg(34)
    Level 22: Swift -- Flight-I(A)
    Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(46), RgnTis-Regen+(46)
    Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(27), Efficacy-EndMod/Rchg(27), P'Shift-EndMod/Rchg(31)
    Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx(29)
    Level 30: Boxing -- Empty(A)
    Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(34)
    Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 38: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), HO:Enzym(42)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(50), GSFC-ToHit/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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    The attack chain would be SK CK CaK SK EC, possibly with a slight gap.

    40.9% S/L and 42.1% E/N with the PVP IO.

    2283hp.

    End should be fine (net loss while attacking is ~0.1 eps with all toggles active, assuming averaged values at 0.2 eps for each perf shifter proc).
  19. You use the Power Analyzer temp power (you can buy one in WW for 10k, usually).
  20. I'm not saying I'd put it in a click power, I'm saying I wouldn't care where I put it. From a number perspective, it doesn't seem like this proc worth caring about.
  21. [ QUOTE ]
    Even with no taunt aura at all, the only AV I remember routinely running was Captain W. M. Dietrich. It was nice on Sergei having a chain that included an immobilize for her.

    [/ QUOTE ]

    ...

    ...

    You just had to go and remind me about her, didn't you ?

    [Powerforge]

    DIEEEETRIIIIIIIIIICHHHHHHHHHHHHHHHHH !!!

    *shakes fist*

    [/Powerforge]
  22. Nihilii

    SD/DM: Amazing

    You can't tank towered up LR without OwtS, unless you use a lot of insps or have support from your teammates. Even while OwtS is up, insps or buffs might be required at times, but it helps taking some of the pressure off you.

    You can take on most AVs without OwtS if you're willing to use inspirations.

    It's certainly not a needed power, as the mitigation is already so high once softcapped with capped DDR and SL with a good recharge and heal, but it's something that will make your survivability jump from "awesome" to "insane" for a couple minutes every six with one power pick and two additional slots.
  23. [ QUOTE ]
    in a discussion of AV's having an immob is very valuable as nothing kills dps like when they run around.

    [/ QUOTE ]

    If Invinc behaves on Tankers like it does on Scrappers (according to CoD, it doesn't stack on Tankers, but it has a higher mag and still the same, long base duration), most AVs won't ever run away.

    I can think of only two AVs who moved a bit : Synapse and Mako. Even then, both were running at high speed and instantly coming back to melee, sometimes so fast my attack chain kept going without a pause.